Forums » Suggestions

UI awareness improvements based on plugins

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Feb 08, 2016 Savet link
As Incarnate requested in https://www.vendetta-online.com/x/msgboard/3/29487

I propose the following functionality should be included natively as part of the VO HUD.

1. Sector list of ships in sector, similar to the functionality provided by targetless. HUD should provide a list of 10 closest ships which should toggle between all, npc, pc, and none using the - key and numeric targeting using the 1-0 keys to target these 10 closest displayed entities as provided by targetless. Mobile users should be able to touch an entry on the list and target the entity. Options menu should allow the user to define default behavior of which list to show on game start.

Reason: This is necessary for quickly targeting close targets in group combat or solo-flight scenarios for defense or offense.

2. Notification to chat or HUD when a player enters or leaves sector similar to AlertMachine. Options menu should allow player to choose whether it populates to chat, HUD, or is disabled.

Reason: This is necessary for awareness of changes to sector allies or antagonists.

3. Auto-follow which plots a jump point for a person you are targeting that jumps within the 1000m limit similar to Autonav. Options menu should allow the player to enable or disable this feature.

Reason: This is necessary for escorting allies or chasing enemies.

Final thoughts: There are other plugins which I consider beneficial but not required. The above are what I feel are required for proper situational awareness. Others can contribute suggestions based on their plugin use, but we should try to keep this to the "absolutely essential to situational awareness, combat, or HUD usability."
Feb 08, 2016 draugath link
For item 1, there is an alternative plugin to consider that is simpler code-wise and in it's minimalist implementation for the interface. https://bitbucket.org/draugath/vo-mdi-targetlist
Feb 08, 2016 lazypc link
+1 On point 1 and 2

3rd suggestion I have mixed feelings about, but wouldn't bother me if it was implemented so I'm neutral of opinion
Feb 08, 2016 greenwall link
+1
Feb 08, 2016 SkinWalker link
I noticed that I have a few plugins that I completely take for granted, thinking they're part of the normal functionality.

Several do the function of those mentioned above, but there's also vzoom which I have bound to my mousewheel. Pressing "i" to zoom in has nothing over the vzoom plugin's function of variably zooming to see distant objects.

I also forget that I have some sort of plugin that lets me type where I want to jump to (eg. /jump azek j-1). I could bind it to a key, but i already have a habit of typing it. I find this is much faster than going to the nav window then using the mouse. If I could add functionality it would be able to add routes to the command which I save as short names like "az1" or "uka2" which are a series of jumps around storms or a search pattern in a system.

I also take the auto-reload/repair and the weapons group plugins for granted. If I switch devices or install a new client, i find myself a bit lost when these aren't installed. Being able to change weapons groups and button assignments in-flight I think is important. Many a time I've been away from stations and forgot to split my AAP and Flare from the left mouse button.
Feb 08, 2016 meridian link
TriggerColors

It baffles me as to why this isn't already incorporated into the default interface.
Feb 08, 2016 Pizzasgood link
+1 to OP. Regarding auto-nav, that feature is absolutely necessary in order to have even a hope of keeping up with somebody who is exploiting the rapid-jump technique.

I do find Auto-RR and Weapons-Group to be great little plugins that would be excellent to have integrated in some way (and WG in particular really should be part of the game), but I wouldn't call them essential. Same applies to TriggerColors. I would love to see all of those included, but if you have to prioritize, start with the ones Savet listed.
Feb 10, 2016 abortretryfail link
1. The sector list already does this, including the 1-10 targeting hotkeys. It just needs better sorting/filtering options to be more useful.

-1 to putting it on the HUD. Please do not clutter up my HUD with junk like TargetLess does.

2. +1 More situational awareness is needed. This is a good way to help with that.

3. +1 This is also a good idea.

+1 to integrate TriggerColors. That's a cool plugin.
Feb 10, 2016 bojansplash link
+1

I would just add that having a central target info is essential HUD feature too.
Feb 10, 2016 vskye link
+1
Feb 10, 2016 Savet link
Arf, that's why it's got an option to disable it in the options menu. We're changing your -1 to a neutral because you can disable it.

Also, the sector list can't be used while turboing, fighting, etc. Exiting flight for a display of nearby transponders is not a good fight/flight mechanic.
Feb 11, 2016 incarnate link
Good feedback all, feel free to continue the discussion, just noting my attention.

My only concerns here will be trying to make these features accessible and intuitive across all interface types. Particularly given the new "cockpit" UI, which drastically changes the HUD mechanics. I'm not sure if I have room for 10-nearest-ships on that HUD, although I can probably do something.

This whole list of "most useful improvements" is super helpful though, and I'll do what I can.
Feb 11, 2016 Ore link
+1 to the OP.

I like all three of those. I'm also agreeing with ARF about Targetless. It's too much. You could put the kitchen sink in there too but it doesn't mean it's a good idea.

I do think the sensor data should be easily accessible and sortable though. A menu on mobile with filters for roids, enemies, cargo etc.
Feb 11, 2016 Savet link
Inc, re: # of ships, make it user definable in options. 0-10 where 0 disables the list. This way players can choose what works best for their display. Set the default to 3-5 or something small.

Ore, I am only talking about the sector list. Not targetless as a whole. This would, as I understand it, be a new clean implementation.
Feb 11, 2016 greenwall link
Another idea would be to make a keyhold-toggled display, so that, by holding down a key or pressing an onscreen button, it would display the nearby ship list when needed. I.e. being able to temporarily, but easily pull up a ship list on the HUD while still retaining all normal piloting ability.
Feb 11, 2016 Ore link
So was I Savet. Quick access to local sensor data. Perhaps a swipe on mobile, between NPC, PC, roids, cargo. The mobile version needs gestures instead of this long press crap. Its too slow.
Feb 11, 2016 Savet link
But we need at least some sensor data available on the HUD to show which ships are closest and when that changes. That is especially true for mobile who can't change screens easily. By the time they go to menu, find their way to the sensor log, and see Yoda coming at them, they're dead.

I may misunderstand what you're suggesting. Are you agreeing with me or suggesting they swipe out of flight mode to see sensor data?
Feb 11, 2016 SkinWalker link
-1 to cockpit ui

Unless, of course, I can turn it off.
Feb 11, 2016 Ore link
I'm agreeing with you in part. Quick threat assessment is crucial. Some of this can be done with the forward/aft radar, though that's not without its faults as well. The amount of targets per device/screensize is up to Inc really. A deeper list would still be available.

The radar deserves a separate thread entirely. I'd really like to see a simplistic icon per nation on my radar in addition to the green/red/white indicators.
Feb 12, 2016 Inevitable link
Wait.... did you say new cockpit ui?